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kc3-lang/angle/src/libANGLE/validationGL33.cpp

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  • Author : Ian Elliott
    Date : 2019-10-10 08:22:04
    Hash : aa292a59
    Message : Generate GLES 3.2 entry points This is a combination of: - Changing the "scripts/generate_entry_points.py" script to tell it to also auto-generate GLES 3.2. Also changing "scripts/gen_proc_table.py". - Generating new and modified files needed to add GLES 3.2 to the ANGLE front-end. This is done by running the following command: "python scripts/run_code_generation.py". - Creating the following files: - src/libANGLE/validationES32.h - src/libANGLE/validationES32.cpp - src/libANGLE/capture_gles_3_2_params.cpp - Hand-editing the following files: - src/libGLESv1_CM/libGLESv1_CM.cpp - include/GLES2/gl2ext_angle.h - src/libGLESv2.gni - src/libANGLE/Context.h - src/libANGLE/Context.cpp - src/libANGLE/Context_gl.cpp - src/libANGLE/ErrorStrings.h - src/libANGLE/State.h - src/libANGLE/validationES1.cpp - src/libANGLE/validationGL3.cpp - src/libANGLE/validationGL31.cpp - src/libANGLE/validationGL32.cpp - src/libANGLE/validationGL33.cpp - src/libANGLE/validationGL4.cpp - src/libANGLE/validationGL43.cpp - src/libANGLE/validationGL45.cpp Bug: angleproject:3649 Change-Id: I5b67f72e3e3b55e74039ec3e28aa8d399ec08cf2 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1850231 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Ian Elliott <ianelliott@google.com>

  • src/libANGLE/validationGL33.cpp
  • //
    // Copyright 2019 The ANGLE Project Authors. All rights reserved.
    // Use of this source code is governed by a BSD-style license that can be
    // found in the LICENSE file.
    //
    
    // validationGL33.cpp: Validation functions for OpenGL 3.3 entry point parameters
    
    #include "libANGLE/validationGL33_autogen.h"
    
    namespace gl
    {
    
    bool ValidateBindFragDataLocationIndexed(Context *context,
                                             ShaderProgramID program,
                                             GLuint colorNumber,
                                             GLuint index,
                                             const GLchar *name)
    {
        return true;
    }
    
    bool ValidateColorP3ui(Context *context, GLenum type, GLuint color)
    {
        return true;
    }
    
    bool ValidateColorP3uiv(Context *context, GLenum type, const GLuint *color)
    {
        return true;
    }
    
    bool ValidateColorP4ui(Context *context, GLenum type, GLuint color)
    {
        return true;
    }
    
    bool ValidateColorP4uiv(Context *context, GLenum type, const GLuint *color)
    {
        return true;
    }
    
    bool ValidateGetFragDataIndex(Context *context, ShaderProgramID program, const GLchar *name)
    {
        return true;
    }
    
    bool ValidateGetQueryObjecti64v(Context *context, QueryID id, GLenum pname, GLint64 *params)
    {
        return true;
    }
    
    bool ValidateGetQueryObjectui64v(Context *context, QueryID id, GLenum pname, GLuint64 *params)
    {
        return true;
    }
    
    bool ValidateMultiTexCoordP1ui(Context *context, GLenum texture, GLenum type, GLuint coords)
    {
        return true;
    }
    
    bool ValidateMultiTexCoordP1uiv(Context *context, GLenum texture, GLenum type, const GLuint *coords)
    {
        return true;
    }
    
    bool ValidateMultiTexCoordP2ui(Context *context, GLenum texture, GLenum type, GLuint coords)
    {
        return true;
    }
    
    bool ValidateMultiTexCoordP2uiv(Context *context, GLenum texture, GLenum type, const GLuint *coords)
    {
        return true;
    }
    
    bool ValidateMultiTexCoordP3ui(Context *context, GLenum texture, GLenum type, GLuint coords)
    {
        return true;
    }
    
    bool ValidateMultiTexCoordP3uiv(Context *context, GLenum texture, GLenum type, const GLuint *coords)
    {
        return true;
    }
    
    bool ValidateMultiTexCoordP4ui(Context *context, GLenum texture, GLenum type, GLuint coords)
    {
        return true;
    }
    
    bool ValidateMultiTexCoordP4uiv(Context *context, GLenum texture, GLenum type, const GLuint *coords)
    {
        return true;
    }
    
    bool ValidateNormalP3ui(Context *context, GLenum type, GLuint coords)
    {
        return true;
    }
    
    bool ValidateNormalP3uiv(Context *context, GLenum type, const GLuint *coords)
    {
        return true;
    }
    
    bool ValidateQueryCounter(Context *context, QueryID id, QueryType targetPacked)
    {
        return true;
    }
    
    bool ValidateSecondaryColorP3ui(Context *context, GLenum type, GLuint color)
    {
        return true;
    }
    
    bool ValidateSecondaryColorP3uiv(Context *context, GLenum type, const GLuint *color)
    {
        return true;
    }
    
    bool ValidateTexCoordP1ui(Context *context, GLenum type, GLuint coords)
    {
        return true;
    }
    
    bool ValidateTexCoordP1uiv(Context *context, GLenum type, const GLuint *coords)
    {
        return true;
    }
    
    bool ValidateTexCoordP2ui(Context *context, GLenum type, GLuint coords)
    {
        return true;
    }
    
    bool ValidateTexCoordP2uiv(Context *context, GLenum type, const GLuint *coords)
    {
        return true;
    }
    
    bool ValidateTexCoordP3ui(Context *context, GLenum type, GLuint coords)
    {
        return true;
    }
    
    bool ValidateTexCoordP3uiv(Context *context, GLenum type, const GLuint *coords)
    {
        return true;
    }
    
    bool ValidateTexCoordP4ui(Context *context, GLenum type, GLuint coords)
    {
        return true;
    }
    
    bool ValidateTexCoordP4uiv(Context *context, GLenum type, const GLuint *coords)
    {
        return true;
    }
    
    bool ValidateVertexAttribP1ui(Context *context,
                                  GLuint index,
                                  GLenum type,
                                  GLboolean normalized,
                                  GLuint value)
    {
        return true;
    }
    
    bool ValidateVertexAttribP1uiv(Context *context,
                                   GLuint index,
                                   GLenum type,
                                   GLboolean normalized,
                                   const GLuint *value)
    {
        return true;
    }
    
    bool ValidateVertexAttribP2ui(Context *context,
                                  GLuint index,
                                  GLenum type,
                                  GLboolean normalized,
                                  GLuint value)
    {
        return true;
    }
    
    bool ValidateVertexAttribP2uiv(Context *context,
                                   GLuint index,
                                   GLenum type,
                                   GLboolean normalized,
                                   const GLuint *value)
    {
        return true;
    }
    
    bool ValidateVertexAttribP3ui(Context *context,
                                  GLuint index,
                                  GLenum type,
                                  GLboolean normalized,
                                  GLuint value)
    {
        return true;
    }
    
    bool ValidateVertexAttribP3uiv(Context *context,
                                   GLuint index,
                                   GLenum type,
                                   GLboolean normalized,
                                   const GLuint *value)
    {
        return true;
    }
    
    bool ValidateVertexAttribP4ui(Context *context,
                                  GLuint index,
                                  GLenum type,
                                  GLboolean normalized,
                                  GLuint value)
    {
        return true;
    }
    
    bool ValidateVertexAttribP4uiv(Context *context,
                                   GLuint index,
                                   GLenum type,
                                   GLboolean normalized,
                                   const GLuint *value)
    {
        return true;
    }
    
    bool ValidateVertexP2ui(Context *context, GLenum type, GLuint value)
    {
        return true;
    }
    
    bool ValidateVertexP2uiv(Context *context, GLenum type, const GLuint *value)
    {
        return true;
    }
    
    bool ValidateVertexP3ui(Context *context, GLenum type, GLuint value)
    {
        return true;
    }
    
    bool ValidateVertexP3uiv(Context *context, GLenum type, const GLuint *value)
    {
        return true;
    }
    
    bool ValidateVertexP4ui(Context *context, GLenum type, GLuint value)
    {
        return true;
    }
    
    bool ValidateVertexP4uiv(Context *context, GLenum type, const GLuint *value)
    {
        return true;
    }
    
    }  // namespace gl